//
//  EntitySprite.cpp
//  airfight
//
//  Created by aaron more on 12-8-28.
//  Copyright (c) 2012年 moonriver. All rights reserved.
//

#include "EntitySprite.h"

EntitySprite::EntitySprite()
:m_pBody(NULL)
,m_pToDestroyFlag(0)
{
    
}

EntitySprite::~EntitySprite()
{
    
}

bool EntitySprite::init()
{
    CCSprite::init();
    return true;
}

void EntitySprite::onEnter()
{
    CCSprite::onEnter();
}

void EntitySprite::setPhysicsBody(b2Body * body)
{
    m_pBody = body;
}

b2Body* EntitySprite::getPhysicsBody()
{
    return m_pBody;
}

// this method will only get called if the sprite is batched.
// return YES if the physics values (angles, position ) changed
// If you return NO, then nodeToParentTransform won't be called.
bool EntitySprite::isDirty()
{
    return true;
}

void EntitySprite::handleContact(ENTITY_TYPE type, CCDictionary *effect)
{
    
}

